Function Index
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I
 iAmServer, com.theoworlds.socketServers.ServerES
 inArray, com.theoworlds.utils.Utils
 inEmpty, com.theoworlds.utils.Utils
 init
 initActions, com.theoworlds.builder.MapObject
 initAllCharacters, com.theoworlds.builder.World
 initAllFurniture, com.theoworlds.builder.World
 initAllTiles, com.theoworlds.builder.World
 initConfig
 initDataBase, com.theoworlds.utils.LocalNet
 initLayers, com.theoworlds.builder.Character
 initSocket, com.theoworlds.TheoChat
 initUI
 inString, com.theoworlds.utils.Utils
 isConnected
 isDoingAnAction, com.theoworlds.builder.Character
 isInBottomVerticalScrollArea, com.theoworlds.builder.World
 isInHorizontalScrollArea, com.theoworlds.builder.World
 isInLeftHorizontalScrollArea, com.theoworlds.builder.World
 isInRightHorizontalScrollArea, com.theoworlds.builder.World
 isInScrollArea, com.theoworlds.builder.World
 isInTopVerticalScrollArea, com.theoworlds.builder.World
 isInVerticalScrollArea, com.theoworlds.builder.World
 isModerator
 isMovableAction, com.theoworlds.builder.Character
 isMovingToTile, com.theoworlds.builder.CharacterLogic
 isNonStopAction, com.theoworlds.builder.Character
 isOdd, com.theoworlds.utils.Utils
 isPointInRhomb, com.theoworlds.utils.Utils
 isPositiveNonZeroNumber, com.theoworlds.utils.Utils
 isPositiveNumber, com.theoworlds.utils.Utils
 isSnapToAction, com.theoworlds.builder.Character
 isStepEnded, com.theoworlds.builder.Character
 isUsesLeftRightSteps, com.theoworlds.builder.Character
 isValidAction
 isValidTile, com.theoworlds.builder.World
 isWalkableTile, com.theoworlds.builder.World
private function iAmServer():Boolean
static function inArray(v: Object,
a: Array): Boolean
public static function inEmpty(v):Boolean
private function init(cs: CharacterSettings):Void
initialization
private function init(fs: FurnitureSettings):Void
initialization dEditor, TileEditor, FurnitureEditor, TheoEditor, UIEditor.
private function init(mos: MapObjectSettings):Void
if there is a link to the Library -- load the symbol extended and modified in the inherited classes -- for example: the Tiles position is calculated differently from Furniture one, that why MapObject._spriteMC position has to be adjusted
private function init(ts: TileSettings):Void
inherited from MapObjectSettings(MapObjectSettings) TileSettings(TileSettings) and overwritten
private function init(target: MovieClip,
sizeX: Number,
sizeY: Number,
tileHeight: Number,
tileWidth: Number,
mapBGImage: Object,
mapFGImage: Object,
aFloor: Array,
aFurniture: Array,
aCharacters: Array,
origin: Point,
scrollX: Number,
scrollY: Number,
scrollBuffer: Number,
masking: Boolean,
maskMinX: Number,
maskMinY: Number,
maskMaxX: Number,
maskMaxY: Number):Void
initializes the World object
public function init(worldLogic: WorldLogic):Void
private function init(fs: FurnitureSettings):Void
private function init():Void
private function init():Void
private function init(target: MovieClip,
sizeX: Number,
sizeY: Number,
tileHeight: Number,
tileWidth: Number,
mapBGImage: Object,
mapFGImage: Object,
_aFloor: Array,
_aFurniture: Array,
_aCharacters: Array,
origin: Point,
scrollX: Number,
scrollY: Number,
scrollBuffer: Number,
masking: Boolean,
maskMinX: Number,
maskMinY: Number,
maskMaxX: Number,
maskMaxY: Number):Void
private function init():Void
called after the parcing of config.xml.
private function init():Void
private function init():Void
Initialization.
private function initActions(mos: MapObjectSettings):Void
initializes the actions of a given object
private function initAllCharacters(a: Array):Void
loops the aCharacters array and adds all the charracters objects to the map
private function initAllFurniture(a: Array):Void
loops the aFurniture array and adds all the furniture objects to the map
private function initAllTiles(a: Array):Void
loops the aFloor array and adds all the tiles to the map
private function initConfig():Void
loads the configuration XML
private function initConfig():Void
private function initDataBase(update: Boolean):Void
private function initLayers():Void
parcing the XML from the Library RECOMMENDED! 
private function initSocket():Void
private function initUI():Void
UI initialization -- to be implemented in the child classes
private function initUI():Void
private function initUI():Void
UI initialization
public static function inString(s: String,
slong: String): Boolean
public function isConnected():Boolean
public function isConnected():Boolean
public function isConnected():Boolean
public function isConnected():Boolean
public function isDoingAnAction(): Boolean
Boolean.
public function isInBottomVerticalScrollArea(y: Number): Boolean
the same as in isInHorizontalScrollArea
public function isInHorizontalScrollArea(x: Number): Boolean
finds out in the point is too close to the enge -- within “scroll buffer’ zone x, y -- absolute position on the map is inside the left scroll buffer zone
public function isInLeftHorizontalScrollArea(x: Number): Boolean
finds out in the point is too close to the enge -- within “scroll buffer’ zone x, y -- absolute position on the map is inside the left scroll buffer zone
public function isInRightHorizontalScrollArea(x: Number): Boolean
finds out in the point is too close to the enge -- within “scroll buffer’ zone x, y -- absolute position on the map is inside the left scroll buffer zone
public function isInScrollArea(x: Number,
y: Number): Boolean
the same as in isInHorizontalScrollArea, but for all the directions
public function isInTopVerticalScrollArea(y: Number): Boolean
the same as in isInHorizontalScrollArea
public function isInVerticalScrollArea(y: Number): Boolean
the same as in isInHorizontalScrollArea
public function isModerator(userID: String):Boolean
public function isModerator(userID: String):Boolean
public function isModerator(userID: String):Boolean
private function isMovableAction(action: String):Boolean
movable -- the action used to movements
public function isMovingToTile():Boolean
detects if the character is moving somewhere after a mouse click
private function isNonStopAction(action: String):Boolean
nonStopAction -- “looping” action
public static function isOdd(n: Number): Boolean
public static function isPointInRhomb(p: Point,
rCenter: Point,
rWidth: Number,
rHeight ):Boolean
public static function isPositiveNonZeroNumber(n: Number): Boolean
public static function isPositiveNumber(n: Number): Boolean
private function isSnapToAction(action: String):Boolean
snapToAction -- switches to this action instantly (like sitting on a chair after wakling, without walking on the chair
private function isStepEnded(phase: Number): Boolean
checks if the step animation ended
private function isUsesLeftRightSteps(action: String):Boolean
used for movable actions to distinguish movements that use left and right steps (walking) from the ones that don’t (sliding, floating...)
private function isValidAction(action: String):Boolean
checks if the action is valid
public function isValidAction(characterID: Number,
action: Number,
params: Object):Boolean
not used anymore since the WorldLogic decides things like that.
public function isValidAction(characterID: Number,
action: String,
params: Object):Boolean
not used anymore because the functions of this methods were moved to Character.stepAn and World.placeCharacter // TODO -- we can move it all back here, but the Character has no link to the WorldLogic
public function isValidTile(tileX: Number,
tileY: Number): Boolean
checks if it’s a valid tile coordinate (within a map, etc).
public function isWalkableTile(tileX: Number,
tileY: Number,
ignoreCharacter: Boolean):Boolean
check if the tile is walkable and returns the cause if its not the codes for non--walkable tiles are defined in Constants
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